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-rw-r--r--src/battle_controller_player.c36
1 files changed, 13 insertions, 23 deletions
diff --git a/src/battle_controller_player.c b/src/battle_controller_player.c
index 69df9f70b..ffd0a6ce3 100644
--- a/src/battle_controller_player.c
+++ b/src/battle_controller_player.c
@@ -24,6 +24,7 @@
#include "reshow_battle_screen.h"
#include "rng.h"
#include "pokeball.h"
+#include "data2.h"
extern u32 gBattleExecBuffer;
extern u8 gActiveBank;
@@ -169,7 +170,7 @@ static void PlayerDoMoveAnimation(void);
static void task05_08033660(u8 taskId);
static void sub_805CE38(void);
-static void (*const sPlayerBufferCommands[CONTOLLER_CMDS_COUNT])(void) =
+static void (*const sPlayerBufferCommands[CONTROLLER_CMDS_COUNT])(void) =
{
PlayerHandleGetMonData,
PlayerHandleGetRawMonData,
@@ -254,7 +255,7 @@ static void PlayerBufferExecCompleted(void)
u8 playerId = GetMultiplayerId();
PrepareBufferDataTransferLink(2, 4, &playerId);
- gBattleBufferA[gActiveBank][0] = CONTOLLER_CMDS_COUNT - 1;
+ gBattleBufferA[gActiveBank][0] = CONTROLLER_CMDS_COUNT - 1;
}
else
{
@@ -1099,7 +1100,7 @@ static void sub_8058EDC(void)
&& gBattleSpritesDataPtr->healthBoxesData[gActiveBank].field_1_x1
&& gSprites[gBankSpriteIds[gActiveBank]].callback == SpriteCallbackDummy)
{
- SetBattleSpriteInvisibilityBitToSpriteInvisibility(gActiveBank);
+ CopyBattleSpriteInvisibility(gActiveBank);
gBattleSpritesDataPtr->healthBoxesData[gActiveBank].flag_x80 = 0;
gBattleSpritesDataPtr->healthBoxesData[gActiveBank].field_1_x1 = 0;
FreeSpriteTilesByTag(0x27F9);
@@ -1614,7 +1615,7 @@ static void PlayerHandleGetMonData(void)
{
u8 monData[sizeof(struct Pokemon) * 2 + 56]; // this allows to get full data of two pokemon, trying to get more will result in overwriting data
u32 size = 0;
- u8 monsToCheck;
+ u8 monToCheck;
s32 i;
if (gBattleBufferA[gActiveBank][2] == 0)
@@ -1623,12 +1624,12 @@ static void PlayerHandleGetMonData(void)
}
else
{
- monsToCheck = gBattleBufferA[gActiveBank][2];
+ monToCheck = gBattleBufferA[gActiveBank][2];
for (i = 0; i < 6; i++)
{
- if (monsToCheck & 1)
+ if (monToCheck & 1)
size += CopyPlayerMonData(i, monData + size);
- monsToCheck >>= 1;
+ monToCheck >>= 1;
}
}
EmitDataTransfer(1, size, monData);
@@ -1957,7 +1958,7 @@ void PlayerHandleGetRawMonData(void)
static void PlayerHandleSetMonData(void)
{
- u8 monsToCheck;
+ u8 monToCheck;
u8 i;
if (gBattleBufferA[gActiveBank][2] == 0)
@@ -1966,12 +1967,12 @@ static void PlayerHandleSetMonData(void)
}
else
{
- monsToCheck = gBattleBufferA[gActiveBank][2];
+ monToCheck = gBattleBufferA[gActiveBank][2];
for (i = 0; i < 6; i++)
{
- if (monsToCheck & 1)
+ if (monToCheck & 1)
SetPlayerMonData(i);
- monsToCheck >>= 1;
+ monToCheck >>= 1;
}
}
PlayerBufferExecCompleted();
@@ -2292,17 +2293,6 @@ static void DoSwitchOutAnimation(void)
}
}
-// todo: get rid of it once the struct is declared in a header
-struct MonCoords
-{
- // This would use a bitfield, but sub_8079F44
- // uses it as a u8 and casting won't match.
- u8 coords; // u8 x:4, y:4;
- u8 y_offset;
-};
-extern const struct MonCoords gTrainerBackPicCoords[];
-extern const struct MonCoords gTrainerFrontPicCoords[];
-
// some explanation here
// in emerald it's possible to have a tag battle in the battle frontier facilities with AI
// which use the front sprite for both the player and the partner as opposed to any other battles (including the one with Steven) that use the back pic as well as animate it
@@ -3086,7 +3076,7 @@ static void PlayerHandleSpriteInvisibility(void)
if (IsBankSpritePresent(gActiveBank))
{
gSprites[gBankSpriteIds[gActiveBank]].invisible = gBattleBufferA[gActiveBank][1];
- SetBattleSpriteInvisibilityBitToSpriteInvisibility(gActiveBank);
+ CopyBattleSpriteInvisibility(gActiveBank);
}
PlayerBufferExecCompleted();
}